The day has come, finally releasing something after a long and troubled development time. There has been no less than four different versions of this mod, each one presenting important differences regarding visuals, controls, world interaction, vision modes, etc. In the end, I opted for a very simple and 'slim' concept which will be expended along the time.

I'll be glad to read your feedback, this is just a start remember. Visuals are quite dull and aren't meant to be there for too long. There are certain gameplay concepts which may evolve or get replaced altogether. There also exists many other ideas I'd like to implement in later stages. Other than that, hope you enjoy it.

Really great tech demo. Trailer didn't do much to explain the concept to me, but the description and the fact that there was a demo available did enough to entice me. The puzzles are actually kind of challenging, if you're not used to the multidimensional gameplay, and in fact, I'm still stuck on the second tutorial level.

Definitely happy I decided to scroll down the home page to see what mods had been updated/added. Keep up the good work, with some more polish and additional levels, this could end up an even more entertaining mod.

I found the tech demo really frustrating overall. Some of that might stem from the lack of art content, so I'll excuse that.
The puzzles themselves weren't frustrating, they were pretty straightforward, however I found most of the difficulty in how you controlled each new character; switching between them was a little awkward and I didn't feel satisfied when I'd completed a room. It felt like I had to trek on and see how long I could last before I ultimately raged.

The concept is still very interesting to me, and I hope you can bring back the magic of your older (incredible) trailer videos.

Well, the most annoying thing for me was that the slow-motion (inter-dimensional view?) didn't stick when you switched characters, so when you needed to keep it going you needed to make sure you clicked again very quickly on the character switch.

Also, aiming at them in a panic trying to beat the puzzle timers was a little difficult at times, although I sort of liked this tbh!

Another thing was switching back and forth many times trying to position each character correctly, it grated on my nerves a bit. This might be because of the sort of slow camera-gliding animation? Maybe a more instantaneous switch would benefit a lot. Also, perhaps designing the puzzles with a little less placement precision in mind could help ease some frustration.

Hmm I see, I actually tried keeping the slow-motion active, this may require a second thought. The current form of it demands some execution skills, I guess both character switch approaches could coexist but I also wanted to simplify controls as much as possible.

Switching back and forth may be the weakest point of this concept, very much yep. Mind you try a cvar called: dr_swaptravelime, perhaps other values fit you better.